b486678290
Library -Artifacts
137 lines
4.0 KiB
HLSL
137 lines
4.0 KiB
HLSL
#ifndef UNIVERSAL_POSTPROCESSING_SMAA_BRIDGE
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#define UNIVERSAL_POSTPROCESSING_SMAA_BRIDGE
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
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#define SMAA_HLSL_4_1
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#if _SMAA_PRESET_LOW
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#define SMAA_PRESET_LOW
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#elif _SMAA_PRESET_MEDIUM
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#define SMAA_PRESET_MEDIUM
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#else
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#define SMAA_PRESET_HIGH
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#endif
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TEXTURE2D_X(_ColorTexture);
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TEXTURE2D_X(_BlendTexture);
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TEXTURE2D(_AreaTexture);
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TEXTURE2D(_SearchTexture);
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float4 _Metrics;
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#define SMAA_RT_METRICS _Metrics
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#define SMAA_AREATEX_SELECT(s) s.rg
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#define SMAA_SEARCHTEX_SELECT(s) s.a
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#define LinearSampler sampler_LinearClamp
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#define PointSampler sampler_PointClamp
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#if UNITY_COLORSPACE_GAMMA
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#define GAMMA_FOR_EDGE_DETECTION (1)
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#else
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#define GAMMA_FOR_EDGE_DETECTION (1/2.2)
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#endif
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#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl"
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// ----------------------------------------------------------------------------------------
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// Edge Detection
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struct VaryingsEdge
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 offsets[3] : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VaryingsEdge VertEdge(Attributes input)
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{
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VaryingsEdge output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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#if _USE_DRAW_PROCEDURAL
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GetProceduralQuad(input.vertexID, output.positionCS, output.uv);
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#else
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output.positionCS = TransformFullscreenMesh(input.positionOS.xyz);
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output.uv = UnityStereoTransformScreenSpaceTex(input.uv);
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#endif
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SMAAEdgeDetectionVS(output.uv, output.offsets);
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return output;
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}
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float4 FragEdge(VaryingsEdge input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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return float4(SMAAColorEdgeDetectionPS(input.uv, input.offsets, _ColorTexture), 0.0, 0.0);
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}
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// ----------------------------------------------------------------------------------------
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// Blend Weights Calculation
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struct VaryingsBlend
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 pixcoord : TEXCOORD1;
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float4 offsets[3] : TEXCOORD2;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VaryingsBlend VertBlend(Attributes input)
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{
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VaryingsBlend output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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#if _USE_DRAW_PROCEDURAL
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GetProceduralQuad(input.vertexID, output.positionCS, output.uv);
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#else
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output.positionCS = TransformFullscreenMesh(input.positionOS.xyz);
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output.uv = UnityStereoTransformScreenSpaceTex(input.uv);
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#endif
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SMAABlendingWeightCalculationVS(output.uv, output.pixcoord, output.offsets);
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return output;
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}
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float4 FragBlend(VaryingsBlend input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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return SMAABlendingWeightCalculationPS(input.uv, input.pixcoord, input.offsets, _ColorTexture, _AreaTexture, _SearchTexture, 0);
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}
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// ----------------------------------------------------------------------------------------
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// Neighborhood Blending
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struct VaryingsNeighbor
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 offset : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VaryingsNeighbor VertNeighbor(Attributes input)
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{
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VaryingsNeighbor output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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#if _USE_DRAW_PROCEDURAL
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GetProceduralQuad(input.vertexID, output.positionCS, output.uv);
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#else
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output.positionCS = TransformFullscreenMesh(input.positionOS.xyz);
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output.uv = UnityStereoTransformScreenSpaceTex(input.uv);
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#endif
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SMAANeighborhoodBlendingVS(output.uv, output.offset);
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return output;
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}
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float4 FragNeighbor(VaryingsNeighbor input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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return SMAANeighborhoodBlendingPS(input.uv, input.offset, _ColorTexture, _BlendTexture);
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}
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#endif // UNIVERSAL_POSTPROCESSING_SMAA_BRIDGE
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